/Engine/Source/Editor/UnrealEd/Public/Kismet2/KismetEditorUtilities.h
Take a list of components that belong to a single Actor and add them to a blueprint as SCSNodes
static void AddComponentsToBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & Components, const [FAddComponentsToBlueprintParams](API\Editor\UnrealEd\Kismet2\FKismetEditorUtilities\FAddComponentsTo-) & Params )